Nothing wrong with single-sided walls in large, complex arch viz models. Even if the walls are thick, some lighting features may be single side and if so will be "leaky" on GPU. In any case, I'm sure our devs will want to fix this issue in due course.

Oscar J wrote:From your log file it seems you have a "phong_nonbasic_8659449695711977334" material. Not sure what that is? It does build the material, but you see that the CL_OUT_OF_RESOURCES message happens just as it's about to optimise the material code for that material.

Oren Nayar materials definitely works using GPU, so I doubt that's the actual problem here. Try the Reinhard option and see if the render remains black.

Any idea why this bump mapping shader on a Phong material does not work on GPU/OpenCL:

I am experiencing an "echo" or "blurring" or "smearing" of certain materials when rendering with OpenCL. Please see the images below. Both are from the same igs file: one generated from a render with OpenCL, the other without OpenCL.

I'm using Indigo Renderer 4.0.47. The scene was generated from Sketchup with Skindigo 3.8.37. I can confirm that this blurring occurs with OpenCL renders on both of the following platforms:
- Mac OS Sierra 10.2 on a MacBook Pro with an AMD Radeon R9 GPU
and
- Linux Ubuntu 16.04.1 LTS on a Lenovo Thinkserver TS 140 with a GeForce GTX 1080 GPU

It seems to occur with very dense geometry, on materials with transparency.

mriedel wrote:I am experiencing an "echo" or "blurring" or "smearing" of certain materials when rendering with OpenCL. Please see the images below. Both are from the same igs file: one generated from a render with OpenCL, the other without OpenCL.

I'm using Indigo Renderer 4.0.47. The scene was generated from Sketchup with Skindigo 3.8.37. I can confirm that this blurring occurs with OpenCL renders on both of the following platforms:
- Mac OS Sierra 10.2 on a MacBook Pro with an AMD Radeon R9 GPU
and
- Linux Ubuntu 16.04.1 LTS on a Lenovo Thinkserver TS 140 with a GeForce GTX 1080 GPU

It seems to occur with very dense geometry, on materials with transparency.